Artificer Armorer - Revised

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Artificer: Armorer (Revised)

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Armorer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Armorer Spell List

Artificer Level Spell
1st shield of faith
5th mirror image
9th hypnotic pattern
13th dimension door
17th wall of force

Arcane Armor

Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
    The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

Beginning at 3rd level, you can customize your Arcane Armor. You learn two models of armor, shown at the end of this description, which you are capable of making. You can swap out an armor model you know for another whenever you gain a level in this class. You learn an additional armor model when you reach 9th and 15th levels in this class. When you make an arcane armor, choose one model you know. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. Additionally, each model grants you spells at 1st, 5th 9th, 13th and 17th levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.


Additionally, as a bonus action while wearing your arcane armor, you can change the model to another that you know. Once you use this feature, you cannot do so again until you finish a long rest.

Perfected Armor

At 15th level, your Arcane Armor gains additional benefits based on its model, as shown in the armor models description.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

Guardian Spells
Artificer Level Spell
1st thunderwave
5th warding bond
9th thunderstep
13th fire shield
17th destructive wave
  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to 1d8 + your artificer level, replacing any temporary hit points you already have. You can use this bonus action a number of times equal to your Intelligence modifier, and regain all uses when you finish a long rest.
  • Towering Presence. Whenever you make a persuasion or intimidation check (your choice when you create the armor), you gain a bonus equal to your Intelligence modifier.
  • Harmonic Burst. (15th level) When a creature affected by your thunder gauntlets targets a creature other than you with an attack, it takes 2d8 + your Intelligence modifier thunder damage as the pulse explodes with power. You can only deal this damage once per turn. Additionally, the damage of your thunder gauntlets increases to 2d8.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

Infiltrator Spells
Artificer Level Spell
1st silent image
5th pass without trace
9th clairvoyance
13th greater invisibility
17th passwall
  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet. and it deals 1d10 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d10 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. While wearing the armor, you can use your Intelligence, instead of your Dexterity, for Stealth checks.
  • Electric Ghost. (15th level) Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d10 lightning damage.

Manipulator. You design your armor to control the enviroment around you. It has the following features:

Manipulator Spells
Artificer Level Spell
1st ensnaring strike
5th maximillian's earthen grasp
9th blinding smite
13th grasping vine
17th telekinesis
  • Remote Limb. You attach two additional limbs onto the armor. They have a reach of 20 feet and can hold a number of pounds equal to 10 times your Intelligence modifier. You can use them as weapons, and they deal 1d8 bludgeoning damage on hit. Once per turn you hit a creature of large size or smaller with a limb, you can attempt to grapple it, using your Intelligence modifier, instead of your strength modifier for the roll.
  • All Terrain Movement. You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Metallic Kraken. (15th level) You construct an additional remote limb onto your armor. Your remote limb deals an additional 1d8 damage. Additionally, when hit a creature of large size or smaller with the limb, you can move it 10 feet in any direction of your choice.

Reactor. You design your armor to attune to and harness the raw energy of the weave. It has the following features:

Reactor Spells
Artificer Level Spell
1st magic missile
5th misty step
9th slow
13th banishment
17th teleportation circle
  • Arcane Blast. You attach an arcane battery to the armor in a place of your choice. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 120 feet, and it deals 1d8 force damage on a hit. Once on each of your turns when you hit a creature with it, you can push that creature 10 feet away from you.
  • Life Seekers. As a bonus action, you can fire off an arcane rocket at a creature you can see within 60 feet of you. That creature takes 1d4 + 1 force damage. You can fire more rockets as you gain levels in this class, 2 at 5th level, 3 at 9th level and 4 at 15th level. These can target different creatures or the same creature.
  • Recall Command. As a bonus action while not wearing your armor, you can teleport it to you and equip it as part of the same bonus action. This does not work if your armor is on another plane of existence.
  • Weave Attuned. (15th level) Your Arcane blasts and life seekers gain a +2 to damage rolls. Additionally, you can expend any amount of movement on your turn and teleport the same distance.

Predator. You design your armor to track and slaughter prey. It has the following features:

Predator Spells
Artificer Level Spell
1st zephyr strike
5th locate animals and plants
9th fear
13th mordenkainen's faithful hound
17th steel wind strike
  • Shredding Claws. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d6 slashing damage on a hit. When you take the attack action and attack with the claws, you can make an additional attack as part of the same action.
  • Stalker's Speed. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
  • Primal Intelligence. Whenever you make a survival check, you add your Intelligence modifier to the roll.
  • Iron Brutality. (15th level) Whenever a creature is damaged by your claws, you can lacerate it. The creatures speed is reduced by 10 feet until the end of it's next turn and takes 1d6 damage of the same type at the start of it's next turn. This effect stacks.

Destructor. You design your armor to give you the strength of giants. It has the following features:

Destructor Spells
Artificer Level Spell
1st earth tremor
5th earthbind
9th erupting earth
13th staggering smite
17th wrath of nature
  • Titanic Fists. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d10 bludgeoning damage on a hit, and an additional 1d4 if you are grappling the target. When you hit a creature with this weapon, you can grapple it as a bonus action.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Artificial Strength. Whenever you make a strength check, you can use your Intelligence modifier, instead of your strength modifier, and attacks you make with your titanic fists deal double damage to objects and structures.
  • Steel Plated Giant. (15th level) You can cast enlarge/reduce on yourself at will without expending a spell slot, but only the enlarge option. When cast this way, it does not require concentration and it lasts until dispelled. Additionally, any creature that starts it's turn grappled by you takes the damage of your Titanic Fists automatically.

 

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